

Then you can use two grids connected by a power shutoff for your defenses. Some of your workbenches can also be linked to this as they don't really need to be running 24 hours a day. Then have a grid for your greenhouses, if you aren't using hydroponics you might not even need batteries here because you can just use solars which can power the sun lamps during the day and then shut off at night anyway. You can stack on mechanoid and vanometric power sources to this later and convert more of your base to use it when possible, or stick some chemfuel generators in here if you don't have a good geothermal source or need more stable power. Have a grid only connected to geothermal for example and use that to power important systems like your freezer and kitchen. The best way to handle it in vanilla is to split your power grid into multiple isolated networks with different power sources. If you run your wires under stone walls wherever possible then the explosions will do basically no damage even at max strength. as to the scenario editor im rather far into this playthrough to throw it away and restart, or i would go fort that. ill get RT fuses then and see if that helps, im using batteries to keep my whole grid online at night so the other option doesn't work as much. well, that, fuses, so half of your base doesn't blow up while storing 25kWd.Įdit: Forgot to mention you can totally disable the event in the scenario editor: this can only be accessed when creating a new colony and editing a scenario, in case you hate it that much. Setting batteries around the base with power switches or merely assigned to certain points (like powering turrets when needed and such) and keeping them off the grid will greatly reduce the consequences from the zzzttt. Originally posted by Dopamine Deficient:Speaking Vanilla-wise, the event is calculated from the total stored in your batteries and with a random chance of happening in each conduit connected to electricity.
